Use friendly hits only for player's followers (bug #4984)

pull/541/head
Andrei Kortunov 6 years ago
parent 4d633fd3e6
commit e534153d00

@ -64,6 +64,7 @@
Bug #4972: Player is able to use quickkeys while disableplayerfighting is active
Bug #4979: AiTravel maximum range depends on "actors processing range" setting
Bug #4980: Drowning mechanics is applied for actors indifferently from distance to player
Bug #4984: "Friendly hits" feature should be used only for player's followers
Feature #2229: Improve pathfinding AI
Feature #3442: Default values for fallbacks from ini file
Feature #3610: Option to invert X axis

@ -1476,22 +1476,24 @@ namespace MWMechanics
bool MechanicsManager::actorAttacked(const MWWorld::Ptr &target, const MWWorld::Ptr &attacker)
{
if (target == getPlayer() || !attacker.getClass().isActor())
const MWWorld::Ptr& player = getPlayer();
if (target == player || !attacker.getClass().isActor())
return false;
std::set<MWWorld::Ptr> followersAttacker;
getActorsSidingWith(attacker, followersAttacker);
MWMechanics::CreatureStats& statsTarget = target.getClass().getCreatureStats(target);
if (followersAttacker.find(target) != followersAttacker.end())
if (attacker == player)
{
statsTarget.friendlyHit();
if (statsTarget.getFriendlyHits() < 4)
std::set<MWWorld::Ptr> followersAttacker;
getActorsSidingWith(attacker, followersAttacker);
if (followersAttacker.find(target) != followersAttacker.end())
{
MWBase::Environment::get().getDialogueManager()->say(target, "hit");
return false;
statsTarget.friendlyHit();
if (statsTarget.getFriendlyHits() < 4)
{
MWBase::Environment::get().getDialogueManager()->say(target, "hit");
return false;
}
}
}
@ -1500,9 +1502,9 @@ namespace MWMechanics
AiSequence& seq = statsTarget.getAiSequence();
if (!attacker.isEmpty() && (attacker.getClass().getCreatureStats(attacker).getAiSequence().isInCombat(target)
|| attacker == getPlayer())
&& !seq.isInCombat(attacker))
if (!attacker.isEmpty()
&& (attacker.getClass().getCreatureStats(attacker).getAiSequence().isInCombat(target) || attacker == player)
&& !seq.isInCombat(attacker))
{
// Attacker is in combat with us, but we are not in combat with the attacker yet. Time to fight back.
// Note: accidental or collateral damage attacks are ignored.
@ -1512,7 +1514,7 @@ namespace MWMechanics
// he will attack the player only if we will force him (e.g. via StartCombat console command)
bool peaceful = false;
std::string script = target.getClass().getScript(target);
if (!script.empty() && target.getRefData().getLocals().hasVar(script, "onpchitme") && attacker == getPlayer())
if (!script.empty() && target.getRefData().getLocals().hasVar(script, "onpchitme") && attacker == player)
{
int fight = std::max(0, target.getClass().getCreatureStats(target).getAiSetting(CreatureStats::AI_Fight).getModified());
peaceful = (fight == 0);

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